First off: End result would be a comprehensive rebalance to clean-up some imbalances and oddities that have cropped up since the last time someone did a pass of the stats. It would include just to-hit and damage, but for every equippable item. Changes would be strictly json edits. The aim is to avoid explicit meta shifts if at all possible, and more or less just make sure everything is internally consistent, although any extreme inaccuracies would still prompt major changes (This will of course include making the legendary Japanese katana the best weapon in the game, as it’s blade has been folded over 6,000,000,000 times and is capable of cutting through other swords like butter ). These stats are essentially subjective, so my primary consideration will be adhering to realism first and foremost, and informing the stats with pop-culture “consensus” and “fun” where realism is not applicable (Your “nano-molecular” blade might not work as well as you’d like in real life, but that’s not reason for it not to be fun in game!) I will probably not be touching any special weapon traits like “Reach” unless it is absolutely necessary.
Anyways, I have a firm grasp of how the combat in-game works in general (Or at least I would hope I do) but any information on these topics would still help in avoiding any irregularities in my results:
The actual damage calculations for unarmed, blunt, cutting, and piercing weapons, including bonuses for damage type and special weapon traits.
The to-hit and damage calculations for throwing
Any other esoteric damage calculation knowledge or advice that might be of interest to me!